Age | Commit message (Collapse) | Author | Files | Lines | |
---|---|---|---|---|---|
2012-08-02 | Merge branch 'master' into lpc2012lpc2012submission | Erik Schilling | 0 | -0/+0 | |
2012-08-01 | adjust experience curve. | Stefan Beller | 1 | -4/+4 | |
2012-08-01 | Fixed wrong error raising in lua.cpp | Erik Schilling | 1 | -2/+2 | |
2012-08-01 | Fixed removing of unarmed attack when equipping other weapons | Erik Schilling | 1 | -2/+1 | |
2012-08-01 | Fixed recalculation of base attributes | Erik Schilling | 1 | -7/+7 | |
2012-08-01 | Fixed issues with removing attribute modifiers | Thorbjørn Lindeijer | 1 | -4/+5 | |
* AttributeModifiersEffect::remove was not calling updateMod with the 'value' parameter, causing it to have no effect at all for Stackable modifiers. * The cached value of the changed modifier effect was not being recalculated when removing modifiers, because it started one layer too high (there's an inconsistency here: AttributeModifiersEffect::add updates this cached value while AttributeModifiersEffect::remove doesn't). | |||||
2012-07-31 | Fixed reading skill from XML attack nodes | Thorbjørn Lindeijer | 1 | -0/+1 | |
It was forgetting to actually set the Damage::skill member. | |||||
2012-07-31 | Correct further int lengthes. | Stefan Beller | 1 | -2/+2 | |
2012-07-31 | Gameserver raise attribute: correct integer size. | Stefan Beller | 1 | -1/+1 | |
Acked-by: bjorn | |||||
2012-07-31 | Merge remote-tracking branch 'mainline/master' into lpc2012 | Stefan Beller | 1 | -2/+1 | |
2012-07-31 | Gameserver raise attribute: correct integer size. | Stefan Beller | 1 | -1/+1 | |
2012-07-31 | Make Attributes modifiable by client again. | Stefan Beller | 1 | -1/+2 | |
Reviewed-by: bjorn | |||||
2012-07-31 | Fixed SQL syntax error when updating character points | Thorbjørn Lindeijer | 1 | -2/+1 | |
Had a comma too much. Reviewed-by: Stefan Beller Reviewed-by: Erik Schilling | |||||
2012-07-31 | fixup modifiable attribute. | Stefan Beller | 1 | -3/+2 | |
2012-07-31 | Make Attributes modifiable by client again. | Stefan Beller | 1 | -1/+3 | |
2012-07-31 | [UGLY HACK] allows to prevent sending client information about inventory insert | Erik Schilling | 1 | -1/+7 | |
2012-07-31 | Removed old warnings from chr_inv_change. They are handeled different now | Erik Schilling | 1 | -2/+1 | |
2012-07-31 | Made sure in-inventory trigger is called at pickup | Erik Schilling | 1 | -0/+4 | |
2012-07-31 | Fix Inventory::getNewEquipItemInstance to yield really unique ids. | Stefan Beller | 1 | -9/+8 | |
Signed-off-by: Stefan Beller <stefanbeller@googlemail.com> Reviewed-by: Erik Schilling | |||||
2012-07-31 | Fix Inventory::getNewEquipItemInstance to yield really unique ids. | Stefan Beller | 1 | -9/+8 | |
2012-07-30 | Hacked away the selection of attributes at char creation | Erik Schilling | 1 | -65/+36 | |
All attributes are set to 5 for now | |||||
2012-07-28 | Made the character not colliding with monsters. | Erik Schilling | 1 | -1/+1 | |
Prevents clientside desyncs | |||||
2012-07-22 | Merge remote-tracking branch 'origin/master' into lpc2012 | Erik Schilling | 4 | -67/+54 | |
2012-07-21 | Fixed an error message and inlined some one-liners | Thorbjørn Lindeijer | 2 | -30/+29 | |
2012-07-21 | Removed raiseScriptError | Thorbjørn Lindeijer | 3 | -37/+24 | |
It wasn't really adding anything since errors raised using luaL_error are already logged anyway. Reviewed-by: Erik Schilling | |||||
2012-07-21 | Added zlib to the dependencies documented in the README | Thorbjørn Lindeijer | 1 | -0/+1 | |
2012-07-17 | Merge branch 'master' into lpc2012 | Erik Schilling | 6 | -13/+168 | |
Conflicts: src/game-server/character.h | |||||
2012-07-17 | Added lua binds for issuing request of quest variable + bind for trying to ↵ | Erik Schilling | 4 | -13/+134 | |
read them The difference to the old chr_get_quest bind is that this allows querying quest vars from non npc functions as well. Change is tested. Reviewed-by: bjorn. | |||||
2012-07-17 | Added script binds to get full monster anger list + drop anger of monsters | Erik Schilling | 2 | -0/+20 | |
Reviewed-by: bjorn. | |||||
2012-07-17 | Added lua bind to send text effect particle to clients | Erik Schilling | 2 | -0/+14 | |
Change is tested. Reviewed-by: bjorn. | |||||
2012-07-17 | Fixed resistance calculation not damaging the damage handling | Erik Schilling | 1 | -1/+1 | |
2012-07-17 | Made chr_get_level capable of retrieving skill levels | Erik Schilling | 1 | -3/+12 | |
Reviewed-by: bjorn. | |||||
2012-07-17 | Made chr_get_level capable of retrieving skill levels | Erik Schilling | 1 | -3/+12 | |
Reviewed-by: bjorn. | |||||
2012-07-14 | Fixed the get_beings_in_rectangle function. | Erik Schilling | 1 | -1/+2 | |
Previously it only used the rectangle iterator which in fact iterated over the beings in the map zones and returned often way higher number of beings compared to the actual rectangle. Change is tested. Reviewed-by: Bjorn. | |||||
2012-07-14 | Fixed the get_beings_in_rectangle function. | Erik Schilling | 1 | -1/+2 | |
Previously it only used the rectangle iterator which in fact iterated over the beings in the map zones and returned often way higher number of beings compared to the actual rectangle. Change is tested. Reviewed-by: Bjorn. | |||||
2012-07-13 | Fixed the atinit function | Erik Schilling | 3 | -3/+10 | |
Previously each map had its own scope. They got merged now but the atinit function was forgotten to adapt. | |||||
2012-07-11 | Fixed small bug in attack core. warmup and cooldown was mixed | Erik Schilling | 1 | -2/+4 | |
2012-07-11 | Made sure the map is set for trigger scripts | Erik Schilling | 2 | -0/+2 | |
Also unsetted maps after execution of scripts to make finding this mistakes easier. Reviewed-by: bjorn. | |||||
2012-07-11 | Made sure the map is set for trigger scripts | Erik Schilling | 2 | -0/+2 | |
Also unsetted maps after execution of scripts to make finding this mistakes easier. Reviewed-by: bjorn. | |||||
2012-07-10 | Made kill count script bind capable of taking the monster name as argument | Erik Schilling | 1 | -2/+2 | |
Reviewed-by: bjorn. | |||||
2012-07-10 | Made kill count script bind capable of taking the monster name as argument | Erik Schilling | 1 | -2/+2 | |
Reviewed-by: bjorn. | |||||
2012-07-08 | Added bind for setting login callback | Erik Schilling | 4 | -0/+22 | |
Reviewed-by: bjorn. | |||||
2012-07-08 | Added bind for setting login callback | Erik Schilling | 4 | -0/+22 | |
Reviewed-by: bjorn. | |||||
2012-07-07 | Added script bind for getting specy id of a monster handle | Erik Schilling | 1 | -0/+12 | |
Reviewed-by: bjorn. | |||||
2012-07-07 | Added script bind for getting specy id of a monster handle | Erik Schilling | 1 | -0/+12 | |
Reviewed-by: bjorn. | |||||
2012-07-07 | Added Vulnerabilities for monsters | Erik Schilling | 5 | -3/+30 | |
You can now actually use the already used node in the monsters.xml Monsters can have different vulnerabillities against elements: <vulnerabillity element="earth" factor="2.0" /> This will double damage of the element earth to this monster. | |||||
2012-07-07 | Added script binds for getting attack information | Erik Schilling | 3 | -9/+159 | |
New binds: - Damage: - id - skill - base - delta - cth - element - type - truestrike - range - Attack: - priority - cooldown - warmup - global_cooldown - damage - on_attack - MonsterClass: - attacks - ItemClass: - attacks | |||||
2012-07-07 | Work on (Auto)Attack system. | Erik Schilling | 17 | -531/+682 | |
During the implementation bjorn and I agreed to limit the number of attacks that can be used in the same tick to one. This makes a lot of stuff easier and the client cannot display two frames at the same time Things done: - Implemented setting of attacks when equipping/unequipping items - Single place where the xml attack node is parsed - Finished attack logic - Unified the attack handling of monsters and characters - Added a global cooldown after attack use (not only for next use of same attack) - Removed the temponary attributes for the monster attack values - Priorities for all attacks - Rewrote the attack core: - Attacks now have this attributes: - warmup -> time a attack needs after starting it to actually deal the damage - cooldown -> time a attack needs after dealing damage before another attack can be used - reuse -> time before the same attack can be used again - If no attack is performed at the moment the following is done: - make a list with all ready attacks - check for attack that has the necessarily range and highest priority - start this attack (inform client about it) - when warmup is finished -> trigger damage - when cooldown is finished -> allow to use other (or the same if reusetimer allows) attacks TODO: - sync client with this to allow better timed animations | |||||
2012-07-07 | Rename AutoAttack to Attack | Erik Schilling | 12 | -55/+55 | |
2012-06-22 | Collisiondetection: Removing commented code. | Stefan Beller | 1 | -118/+0 | |
Reviewed-by: Ablu |